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They also idle on the fields some times "Unable to work", while crops are rotting away.
Sounds very annoying.
This would also allow us to spread farms across the map without all farmers walking from one field to another and wasting valuable time.
Anyway, this is why I find 5x8's or 6x7's to be the most effective overall farm size. If you have a farm at 1/1 it will only ever have 2 max farmers at any given time. With smart crop rotation, you can stagger plant and harvest times so 2 farmers can take care of 2 fields.
This essentially allows you to assign farmers to every individual field, as they will all pair off in 2's.
all farmers works at fields and help each other when its time to collect crops.
never have problems with that. and its keep efficient workforce. having like for example 5 fileds 12*24 each has 4-5 workers. u have pool of 20-25 farmers. end of season on on fields 20 farmers collect all goods. by the time they collected on next should be end of season - they go there.
trick is manage timeline of fields and never have ending the same on 2 fields
having clovers also helps - its restores fertility and dont need workers
In doing so their community farming is maximally inefficient. Definitely not intended.
Same issue slows down labourers. Instead of them working in an area they mass migrate around to do single jobs before wasting rest of the season walking to the next.
This issue, more than anything else ruins your economy the larger your pop and settlement gets.
Exactly, also if you have a lot of clover going, which doesn't need farmers, the assigned farmers will help out elsewhere, which means you can get away with less farmers in total. It's a pretty neat mechanic tbh. Example, a wheat field has clover in spring, then wheat and another field has peas in spring then clover...